A while back I posted an activity (built from the "collecting" template) involving rounding up sheep. I didn't like how you could round up the sheep, but had to include another "apple" element - a clock to collect - to end the activity.
Playing around with the "journey" template I've discovered another neat trick. In the image below, I have set the "car" to be green square at the bottom of the screen (this doesn't move because I set the velocity to 0 in the start button script).
- The blue square is your object to move - like a sheepdog - controlled using the Q, A, O and P keys. It is actually a monster element, with the collision action set to do nothing.
- The red squares are monster elements to avoid (although at the moment they do not affect your blue square).
- The yellow squares are "apple" elements that need to be guided to the green square by being repelled from the blue square as it moves using the repel code.
I can't think of a particular activity that would make use of this idea at the moment, but I'm sure one will come to me soon!


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